Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
 This topic has been pinned, so it's probably important
Rylasasin  [developer] 28 Jul, 2020 @ 2:23am
F. A. Q.
Q: Where do I find these encounters?
A: On just about any planet or subbiome. Also keep an eye out in space for encounters.

In 6.0, mod support is integrated. So for mod worlds, you will find them on the following planets:
* Most Frackin worlds.
* Starry Planets
* Hellish Planets
* Dark Abyss
* Halloween Worlds
* Supervoid Worlds

Q: Where do I find the Cultist Lair Or Miniknog Research Facility?
A: You may find them on higher tier planets. Those being:
* Alien
* Jungles
* Midnight
* Savannah
* Scorched
* Snow
* Tundra

If you are using Frackin, they can also be found on:
* Unknown
* Strange Sea
* Shadow
* Mountainous (+Dark)
* Eden
* Atropus (+Dark)
* Bog
* Crystalline
* Chromatic
* Red Desert (+Dark)
* Frozen Volcanic
* Tundra Dark
* Snow Dark
* Ice Wastes (+Dark)
* Infernus (+dark)
* Irradiated
* Lightless
* Cyberspheres
* Penumbra
* Proto World
* Slime World
* Rainforest
* Wasteland

Other Mods (Cultist Lairs only)
* Dark Abyss (Extended Story)
* Supervoid (Extended Story)
* Halloween (Extended Story)
* Hellish Planets

Q: Will you add them to mods that add other planets? IE: US.E Planets or Extended Story?
A: Probably not. Not worth the effort.

Q: Another mod adds the Cultist Lair. Is that one incompatible with this one?
A: It should not be. This one adds its own version of the Cultist Lair, it does not modify the vanilla one.

Q: I'm getting ambushed on beamdown. Nerf Plz!
A: That happens, even in vanilla. Deal with it. Or use /admin if you can't get past it.

Q: Can't you make them not appear on Lush worlds? It's too hard starting out!!
A: In short: No. I've done all I can on that front.
As of 6.0, They should not be. I have FINALLY figured out how to gate encounters.

If they are appearing on Lush worlds, there are only a few possibilities...
1. You are using Hardcore. If this is the case... well, it's your own fault. Seriously, it's called "Hardcore" for a reason
2. You are using a mod that modifies the Tier of starting worlds The tier of starting worlds should be 1.0, full stop. If you are using something that modifies this... again, it's your own fault. Get rid of it.
3. Something is wrong. In which case, notify me, and have your log file ready.

Q: Why are the pirates so much tougher on planet as opposed to how they were in Episode 0 and 1? There they barely did anything to me, now just one of them kills me! WTF?!
A: This is done because of the way you fight them in Episode 0 and Episode 1 as opposed to this mod. In the FFS Episodic missions, you fight them in very flat, enclosed spaces, in mass hordes, with very little shelter and ability to cheese them. This is why Lyetzi made them so weak, that they die if you as so much as fart on them.
Here however, you generally fight them in much smaller groups, in much wider spaces, out in the open, where you have the terrain, mechs, vehicles, the matter manipulator, etc. On your side. Or in space encounters where you have your mech to back you up.
To compensate for this, I have made the DaE versions of the pirates much more capable of killing you. Your reward? Occasionally they drop weapons you can pick up, use, or sell. The EP 0 and Ep 1 versions don't do that.

Q: Pirates and Cultists are too high powered! I can't beat them when I first start out. NERF PLZ!
A: With 6.0 preventing starting world encounters, this is not necessary.

Q: Where did the Frackin/ERM/Avali Patches go?!
A: They were deleted, as they are now redundant. Mod support for these are now integrated.
The Hardcore patch is still available, as that's a difficulty patch.

Q:Cultists are shooting other cultists!!
A: Grab the Hostility Patch

Q:Will there ever be any sort of mission or campaign?
A: Not on this mod, no. There is already one for the main FFS Mod, so it would be redundant. What mainstream FFS doesn't do is give planetary and space encounters. Which is the whole point of this mod.
Last edited by Rylasasin; 27 Nov, 2020 @ 1:04pm
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Showing 1-2 of 2 comments
Rylasasin  [developer] 27 Nov, 2020 @ 1:33am 
Updated for 6.0
CaptainRustbolt21 10 Feb, 2022 @ 12:12am 
What are the IDs for the Miniknog weaponry?
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